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Immersive Entertainment Trends and Forecast

The future of the global immersive entertainment market looks promising with opportunities in the gaming, live event, museum & cultural experience, music & concert, sport, arcade studio, and immersive theater markets. The global immersive entertainment market is expected to reach an estimated $424.9 billion by 2030 with a CAGR of 20.3% from 2024 to 2030. The major drivers for this market are growing demand for realistic and engaging experiences has fueled advancements in virtual and augmented reality technologies, widespread use of immersive technologies in a variety of entertainment industries, and increasing consumer demand for immersive content.
Immersive Entertainment Trends and Forecast

A more than 150-page report is developed to help in your business decisions. Sample figures with some insights are shown below.
Immersive Entertainment by Segment

Immersive Entertainment by Segment

The study includes a forecast for the global immersive entertainment by technology type, application, and region.

Immersive Entertainment Market by Technology Type [Shipment Analysis by Value from 2018 to 2030]:


• Virtual Reality (VR)
• Augmented Reality (AR)
• Mixed Reality (MR)
• Others

Immersive Entertainment Market by Application [Shipment Analysis by Value from 2018 to 2030]:


• Gaming
• Live Events
• Museum & Cultural Experiences
• Music & Concerts
• Sports
• Arcade Studios
• Immersive Theater
• Others

Immersive Entertainment Market by Region [Shipment Analysis by Value from 2018 to 2030]:


• North America
• Europe
• Asia Pacific
• The Rest of the World

List of Immersive Entertainment Companies

Companies in the market compete on the basis of product quality offered. Major players in this market focus on expanding their manufacturing facilities, R&D investments, infrastructural development, and leverage integration opportunities across the value chain. With these strategies immersive entertainment companies cater increasing demand, ensure competitive effectiveness, develop innovative products & technologies, reduce production costs, and expand their customer base. Some of the immersive entertainment companies profiled in this report include-
• Meta Platforms
• Microsoft Corporation
• HTC Corporation
• Barco
• Samsung Electronics
• Apple
• Sony Group Corporation

Immersive Entertainment Market Insights

Lucintel forecasts that virtual reality (VR) will remain the largest segment over the forecast period.
Within this market, gaming is expected to witness the highest growth.
North America is expected to witness highest growth over the forecast period due to strong infrastructure for leisure and increased purchasing power in the region.

Features of the Global Immersive Entertainment Market

Market Size Estimates: Immersive entertainment market size estimation in terms of value ($B).
Trend and Forecast Analysis: Market trends (2018 to 2023) and forecast (2024 to 2030) by various segments and regions.
Segmentation Analysis: Immersive entertainment market size by technology type, application, and region in terms of value ($B).
Regional Analysis: Immersive entertainment market breakdown by North America, Europe, Asia Pacific, and Rest of the World.
Growth Opportunities: Analysis of growth opportunities in different technology type, application, and regions for the immersive entertainment market.
Strategic Analysis: This includes M&A, new product development, and competitive landscape of the immersive entertainment market.
Analysis of competitive intensity of the industry based on Porter’s Five Forces model.

FAQ

Q1. What is the immersive entertainment market size?
Answer: The global immersive entertainment market is expected to reach an estimated $424.9 billion by 2030.
Q2. What is the growth forecast for immersive entertainment market?
Answer: The global immersive entertainment market is expected to grow with a CAGR of 20.3% from 2024 to 2030.
Q3. What are the major drivers influencing the growth of the immersive entertainment market?
Answer: The major drivers for this market are growing demand for realistic and engaging experiences has fueled advancements in virtual and augmented reality technologies, widespread use of immersive technologies in a variety of entertainment industries, and increasing consumer demand for immersive content.
Q4. What are the major segments for immersive entertainment market?
Answer: The future of the global immersive entertainment market looks promising with opportunities in the gaming, live event, museum & cultural experience, music & concert, sport, arcade studio, and immersive theater markets.
Q5. Who are the key immersive entertainment market companies?
Answer: Some of the key immersive entertainment companies are as follows:
• Meta Platforms
• Microsoft Corporation
• HTC Corporation
• Barco
• Samsung Electronics
• Apple
• Sony Group Corporation
Q6. Which immersive entertainment market segment will be the largest in future?
Answer: Lucintel forecasts that virtual reality (VR) will remain the largest segment over the forecast period.
Q7. In immersive entertainment market, which region is expected to be the largest in next 5 years?
Answer: North America is expected to witness highest growth over the forecast period due to strong infrastructure for leisure and increased purchasing power in the region.
Q.8 Do we receive customization in this report?
Answer: Yes, Lucintel provides 10% customization without any additional cost.

This report answers following 11 key questions:

Q.1. What are some of the most promising, high-growth opportunities for the immersive entertainment market by technology type (virtual reality (VR), augmented reality (AR), mixed reality (MR), and others), application (gaming, live events, museum & cultural experiences, music & concerts, sports, arcade studios, immersive theater, and others), and region (North America, Europe, Asia Pacific, and the Rest of the World)?
Q.2. Which segments will grow at a faster pace and why?
Q.3. Which region will grow at a faster pace and why?
Q.4. What are the key factors affecting market dynamics? What are the key challenges and business risks in this market?
Q.5. What are the business risks and competitive threats in this market?
Q.6. What are the emerging trends in this market and the reasons behind them?
Q.7. What are some of the changing demands of customers in the market?
Q.8. What are the new developments in the market? Which companies are leading these developments?
Q.9. Who are the major players in this market? What strategic initiatives are key players pursuing for business growth?
Q.10. What are some of the competing products in this market and how big of a threat do they pose for loss of market share by material or product substitution?
Q.11. What M&A activity has occurred in the last 5 years and what has its impact been on the industry?

For any questions related to Immersive Entertainment Market, Immersive Entertainment Market Size, Immersive Entertainment Market Growth, Immersive Entertainment Market Analysis, Immersive Entertainment Market Report, Immersive Entertainment Market Share, Immersive Entertainment Market Trends, Immersive Entertainment Market Forecast, Immersive Entertainment Companies, write Lucintel analyst at email: helpdesk@lucintel.com. We will be glad to get back to you soon.
Table of Contents

1. Executive Summary
2. Global Immersive Entertainment Market : Market Dynamics
2.1: Introduction, Background, and Classifications
2.2: Supply Chain
2.3: Industry Drivers and Challenges 
3. Market Trends and Forecast Analysis from 2018 to 2030
3.1. Macroeconomic Trends (2018-2023) and Forecast (2024-2030)
3.2. Global Immersive Entertainment Market Trends (2018-2023) and Forecast (2024-2030)
3.3: Global Immersive Entertainment Market by Technology Type
3.3.1: Virtual Reality (VR)
3.3.2: Augmented Reality (AR)
3.3.3: Mixed Reality (MR)
3.3.4: Others
3.4: Global Immersive Entertainment Market by Application
3.4.1: Gaming
3.4.2: Live Events
3.4.3: Museum & Cultural Experiences
3.4.4: Music & Concerts
3.4.5: Sports
3.4.6: Arcade Studios
3.4.7: Immersive Theater
3.4.8: Others
4. Market Trends and Forecast Analysis by Region from 2018 to 2030
4.1: Global Immersive Entertainment Market by Region
4.2: North American Immersive Entertainment Market
4.2.1: North American Immersive Entertainment Market by Technology Type: Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Others
4.2.2: North American Immersive Entertainment Market by Application: Gaming, Live Events, Museum & Cultural Experiences, Music & Concerts, Sports, Arcade Studios, Immersive Theater, and Others
4.3: European Immersive Entertainment Market
4.3.1: European Immersive Entertainment Market by Technology Type: Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Others
4.3.2: European Immersive Entertainment Market by Application: Gaming, Live Events, Museum & Cultural Experiences, Music & Concerts, Sports, Arcade Studios, Immersive Theater, and Others
4.4: APAC Immersive Entertainment Market
4.4.1: APAC Immersive Entertainment Market by Technology Type: Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Others
4.4.2: APAC Immersive Entertainment Market by Application: Gaming, Live Events, Museum & Cultural Experiences, Music & Concerts, Sports, Arcade Studios, Immersive Theater, and Others
4.5: ROW Immersive Entertainment Market
4.5.1: ROW Immersive Entertainment Market by Technology Type: Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Others
4.5.2: ROW Immersive Entertainment Market by Application: Gaming, Live Events, Museum & Cultural Experiences, Music & Concerts, Sports, Arcade Studios, Immersive Theater, and Others
5. Competitor Analysis
5.1: Product Portfolio Analysis
5.2: Operational Integration
5.3: Porter’s Five Forces Analysis
6. Growth Opportunities and Strategic Analysis
6.1: Growth Opportunity Analysis
6.1.1: Growth Opportunities for the Global Immersive Entertainment Market by Technology Type
6.1.2: Growth Opportunities for the Global Immersive Entertainment Market by Application
6.1.3: Growth Opportunities for the Global Immersive Entertainment Market by Region
6.2: Emerging Trends in the Global Immersive Entertainment Market
6.3: Strategic Analysis
6.3.1: New Product Development
6.3.2: Capacity Expansion of the Global Immersive Entertainment Market
6.3.3: Mergers, Acquisitions, and Joint Ventures in the Global Immersive Entertainment Market
6.3.4: Certification and Licensing
7. Company Profiles of Leading Players
7.1: Meta Platforms
7.2: Microsoft Corporation
7.3: HTC Corporation
7.4: Barco
7.5: Samsung Electronics
7.6: Apple
7.7: Sony Group Corporation
.

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A 150 Page Report
Lucintel has been in the business of market research and management consulting since 2000 and has published over 1000 market intelligence reports in various markets / applications and served over 1,000 clients worldwide. This study is a culmination of four months of full-time effort performed by Lucintel's analyst team. The analysts used the following sources for the creation and completion of this valuable report:
  • In-depth interviews of the major players in this market
  • Detailed secondary research from competitors’ financial statements and published data 
  • Extensive searches of published works, market, and database information pertaining to industry news, company press releases, and customer intentions
  • A compilation of the experiences, judgments, and insights of Lucintel’s professionals, who have analyzed and tracked this market over the years.
Extensive research and interviews are conducted across the supply chain of this market to estimate market share, market size, trends, drivers, challenges, and forecasts. Below is a brief summary of the primary interviews that were conducted by job function for this report.
 
Thus, Lucintel compiles vast amounts of data from numerous sources, validates the integrity of that data, and performs a comprehensive analysis. Lucintel then organizes the data, its findings, and insights into a concise report designed to support the strategic decision-making process. The figure below is a graphical representation of Lucintel’s research process. 
 

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